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Text & Image Issue


I'm having a problem with an image loaded into a dynamic text box. It loads into the box fine, but then the text below it doesn't start below the image and instead runs along the side of the image.

Is there a way to force the text to start where the image file ends?

You can see what's happening in this image


I need the "Posted by..." part to start right below the image, but I can't figure it out. I've tried using linebreak tags, but nothing is working. Are there some major tags that I'm missing?




KirupaForum > Flash > Flash 8 (and earlier)
Posted on: 10-02-2006, 06:16 PM


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Publishing 100% Issue With Image And Text Quality. Help
Hi,

I've set up my files to be 770wx600H however would like to use the 100% publish movie option instead of MatchMovie.

The problem is that when I do this all the images and text which are dynamic loaded seem to loose quality.

Does anyone has faced this problem before and know how to fix this?
Any help would be appreciated.

Tks

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Any help would be appreciated.

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I'm trying to do a clock that displays another time zone. The problem I'm having is that instead of running on a 12 hour clock, its on a 24hr one.

any insight as to how I can change the time?
Currently the clock is displaying
23:00p-Jul.22

I want it to display 11:00p-Jul.22

var dayText:String;
var dateText:String;
var monthText:String;
var AmPm:String;
_root.onEnterFrame = function() {
var myDateate = new Date();
//var sec:Number = myDate.getSeconds();
var min:Number = myDate.getMinutes();
var hour:Number = myDate.getHours();
var day:Number = myDate.getDay();
var date:Number = myDate.getDate();
var month:Number = myDate.getMonth();
//var year:Number = myDate.getFullYear();
//sec = sec<10 ? "0"+sec : sec;
min = min<10 ? "0"+min : min;

//AM/PM
if (hour>12) {
hour = hour-12;
AmPm = "p";
} else {
AmPm = "a";
}


//day
if(date == 1 || date == 21 || date == 31) {
dateText = date+"";
} else if(date == 2 || date == 22) {
dateText = date+"";
} else if(date == 3 || date == 23) {
dateText = date+"";
} else {
dateText = date+"";
}

//month
if (month == 0) {
monthText = "jan";
} else if (month == 1) {
monthText = "feb";
} else if (month == 2) {
monthText = "mar";
} else if (month == 3) {
monthText = "apr";
} else if (month == 4) {
monthText = "may";
} else if (month == 5) {
monthText = "jun";
} else if (month == 6) {
monthText = "jul";
} else if (month == 7) {
monthText = "aug";
} else if (month == 8) {
monthText = "sep";
} else if (month == 9) {
monthText = "oct";
} else if (month == 10) {
monthText = "nov";
} else if (month == 11) {
monthText = "dec";
}

//display
dateDisplay.text = hour+":"+min+ AmPm + "-" + monthText+"."+ dateText;
};

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Hello. I created a "text" button in Photoshop, 14px, no other size variations. Beveled it a little. Duplicated that layer 7 times. Put my cursor on each layer and re-typed the text for each new button, included the layer style. Duplicated each layer. Removed the layer style. Added a filter to the new "no layer style layers." Pulled those layers below their individual "button name" layers. For ex. home1 below home2, etc. Imported them into FlashMX as .png24-transparency. Aligned them as I need. Test movie and the home button is the only one that looks like the original in Photoshop. All the others are a lighter color. Made sure no alpha or tint, etc. was applied anywhere from .png to symbol to button to movie. Went back into Photoshop and checked all layers for color, size, etc. variations--no inconsistencies there. Made sure all my images, which I always do for text in Flash, were also on even number co-ordinates. No difference. Do you know what I might be encountering. I even checked my publishing settings and changed the .jpg quality and the compression settings... I am most confused. I rebooted my computer. I had others test it for me. I surely must be loooooost... :-) Thanks for your time and help...

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Hey, I’ve been reading through this forum for a few weeks and its been a HUGE help to me while I’ve been building a dynamic flash gallery. I’m in the mists of getting everything done and almost finished with the gallery, only problem is that some of my images don't load right

all the links and directory references work on my gallery when it’s being previewed and tested off line. However one I upload the files and go to the gallery, things go wrong. At the moment my gallery shows 5 thumbnails out of 6 then you can scroll down to see the rest. The first four images will link to their full size image correctly, the last two that are either fully or partly masked off do not link at all. All 6 link correctly when previewed off line from my hard drive though.

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Tween Issue With Image
Hi,

I need help with this cause I just can't figure it out.

Purpose: I'm fading an image in and out.

Problem: The image shifts from frames 60-61!

Steps:

A) I have a new project open and I insert a Keyframe on frame 1 and then place a bitmap image (Converted to a Graphic Symbol) on the story board.

B) I then insert a new keyframe on frame 60 and another keyframe on frame 120.

C) I then tween the frames from 1-60 and another from 61-120.

All is ok.

D) I then adjust the Alfa to 0% in frame 1 and 0% in frame 120.

E) Test the movie.

This is when the problem arises.
What is going on, I didn't move the image yet it shifts!

HELP...

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Ok, here's the situation...

I am trying to dynamically load in a JPG file into a movie clip. No problem. What I'm having trouble with is when I try to fix the size of the MC that the JPG resides in (ultimately resizing the JPG).

When I use the following code, it actually rotates my image 90 degrees clockwise in addition to resizing my image.

on (enterFrame) {
this._width = 200;
}

Shouldn't this work?

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The swf was 88kb and now is over 178kb.


Thanks

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Thanks

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Roll Over Image Issue
I want to add a feature where on the site I could have a lot of small photos on it "size 50x50" and when the mouse cursor goes over it the image gets bigger in size like 100x100 and if I click it it opens the photo in a new window. How do I do this??

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Hi all,

I have a project that contains a single scene on the first frame of the timeline. I've also created a movie clip symbol which consists of a sequence of jpegs which play like a movie, and placed this into my scene.

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I'm getting close to just startingthe whole thing again.

I've posted examples to demostratre the difference in quality (the files are pretty big) at http://baddriver.co.nz

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http://www.lrcounseling.com
Thanks.

Lisa

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Image Loading Issue
Hi all,

I have a quiz that I created 2 years ago (in Flash MX) that brings in different question types (text type, single image question type, 3ximage question type etc) from an XML file.

Only now when coming to use the quiz again and needing to have a couple of '3ximage questions' appear one after another have I spotted an issue. The copy is updating for the question but the images are not re-loading. Only the first 3 images loaded appear for subsequent questions.

There is a lot of code, so without sharing it all I think the issue is with the code below. Can anyone spot anything obvious that would stop the images re-loading?


FRAME 1 OF 3xIMAGE QUESTION MC
------------------------------------------------------------------
stop();
------------------------------------------------------------------

FRAME 2 OF 3xIMAGE QUESTION MC
------------------------------------------------------------------
currentQuestion = _root.quiz.questions[_root.cq-1];
//Gets current question data and puts in variable

myLoader = new com.qlod.LoaderClass();
for( var i=1; i<4; i++){
currentImage = currentQuestion.childNodes[i].attributes.src;
//Gets url for image
var mc = createEmptyMovieClip("holder" + i, i);
var url = currentImage;
myLoader.load(mc, url);
}

holder1._x = 11;
holder1._y = 119;
holder2._x = 177;
holder2._y = 119;
holder3._x = 343;
holder3._y = 119;

stop();
------------------------------------------------------------------

Many thanks for reading. Any pointers much appreciated.

Adrian

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Image Fade Issue
Hey all,
I'm calling different jpegs into a movie clip holder. It seems to take a while for the image to load (these are not big images either) and the image eventually disappears if the page is open for a minute or so.

This is the code I have on the holder movie clip:

Code:
onClipEvent (load) {
val = 0;
}
onClipEvent (enterFrame) {
if (val <= 0) addval = 15;
val += addval;
this._alpha = val;

delete(this.enterFrame);
}

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Image Preload Issue
I've built a flash site for a video company. Due to the design and fact they want high quality videos on the site, the final file is a monstrous 9 megs! I've built a preloader into the site which seems to work fine, except for one issue.

I built a 3D navigation into the site which was imported from Swift 3D as a series of numbered picts. I would assume that the preloader would, well, "preload" the images so once the site is loaded, it would play smoothly, however, this is not the case. The first time the picts run, they are very choppy, but then every subsequent time it's run, it plays smooth and great.

So, here's the obvious question... How can I make it so that the picts run smoothly the FIRST time?

Thanks in advance!

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I downloaded a Flash file and was editing it as necessary. When it came to editing out the images, I had some MAJOR issues.

I'd like on the bitmap and Import the file of my choosing. When it came in, it was extremely distorted, as if the quality was minimal. I tried all different file types and they all had the same effect, some worse than others. Am I doing something wrong or is this possibly a bad file I downloaded?

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I'm working on an image rotator but when it rotates images there is a split second when the images disappears and we see the background before the next image is loaded.

The code for the image rotating function:

Code:
function rotateImages():Void
{
if (imageCounter >= images.length) imageCounter = 0;

trace("Rotating image " + imageCounter);
var loaded:Boolean = loader.loadClip(images[imageCounter], mcImageHolder); // load slide

if (loaded == true)trace("Loading image " + imageCounter);
else trace("Error loading image " + imageCounter);

imageCounter++;
setTimeout(rotateImages, rotationRate * 1000);
}


Any ideas on what I need to do to resolve this issue?

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Image Loading Issue
Hi all,

I have a quiz that I created 2 years ago (in Flash MX) that brings in different question types (text type, single image question type, 3ximage question type etc) from an XML file.

Only now when coming to use the quiz again and needing to have a couple of '3ximage questions' appear one after another have I spotted an issue. The copy is updating for the question but the images are not re-loading. Only the first 3 images loaded appear for subsequent questions.

There is a lot of code, so without sharing it all I think the issue is with the code below. Can anyone spot anything obvious that would stop the images re-loading?


FRAME 1 OF 3xIMAGE QUESTION MC
------------------------------------------------------------------
stop();
------------------------------------------------------------------

FRAME 2 OF 3xIMAGE QUESTION MC
------------------------------------------------------------------
currentQuestion = _root.quiz.questions[_root.cq-1];
//Gets current question data and puts in variable

myLoader = new com.qlod.LoaderClass();
for( var i=1; i<4; i++){
currentImage = currentQuestion.childNodes[i].attributes.src;
//Gets url for image
var mc = createEmptyMovieClip("holder" + i, i);
var url = currentImage;
myLoader.load(mc, url);
}

holder1._x = 11;
holder1._y = 119;
holder2._x = 177;
holder2._y = 119;
holder3._x = 343;
holder3._y = 119;

stop();
------------------------------------------------------------------

Many thanks for reading. Any pointers much appreciated.

Adrian

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Image Loading Issue...
Ive tried everything i can but i just dont know enough about actionscript to be able to fix this problem myself.

I downloaded a template a while back and have been extensively modifying it and incorporating it into my site...

http://www.jbsharp.co.cc
(to see the problem then click on the blue pulsing button and then click on the portfolio)

In the original file there were only 6 images and all embedded int the swf file.
But i wanted to have a large portfolio so i roughly added another 40 images...

Now i didnt want them to load all at once so i linked them externally. The only problem is that they seem to ALL load up at once so it really defeats the point of having them externally....

Now i think ive narrowed down the problem to the stored actions but i cant be sure.

I know this is going to be confusing and i would reeeeaally appreciate it if someone could help me. I would even be willing to pay! This is for my professional portfolio and need it to be perfect.

here is the code...

if (oThumb != cThumb) {
_root.psdimage.Portfolio_dimmer.Portfolio.Images.g otoAndPlay("Play");
_root.psdimage.Portfolio_dimmer.Portfolio.Thumbnai ls.Thumbs["Thumb"+cThumb].Background.gotoAndStop("Hit");
_root.psdimage.Portfolio_dimmer.Portfolio.Thumbnai ls.Thumbs["Thumb"+oThumb].Background.gotoAndStop("Out");
oThumb = cThumb;
}
if (oMenu != cMenu) {
_root.psdimage.Portfolio_dimmer.Portfolio.Menu_Bar .Menu_Buttons["Menu"+cMenu].gotoAndStop("Hit");
_root.psdimage.Portfolio_dimmer.Portfolio.Menu_Bar .Menu_Buttons["Menu"+oMenu].gotoAndPlay("Out");
if (cMenu == 0) {
_root.psdimage.Portfolio_dimmer.Portfolio.Logo.got oAndStop(2);
tv = -455;
} else {
tv = 0;
}
if (oMenu == 0) {
contentReady = 1;
}
if (cMenu != 0) {
_root.psdimage.Portfolio_dimmer.Portfolio.Logo.got oAndStop(1);
if (oMenu != 0) {
Holder.Movies.play();
}
}
oMenu = cMenu;
}
imageChange();
contentChange();
Slider();
function Slider() {
if (showC == 0) {
Holder.Movies._x = Holder.Movies._x+((tv-Holder.Movies._x)/6);
Holder.Shade._x = Holder.Shade._x+((tv-Holder.Shade._x)/4);
}
}
function contentChange() {
if (contentReady == 1) {
for (i=1; i<=nMenus; i++) {
if (i == cMenu) {
_root.psdimage.Portfolio_dimmer.Portfolio
.StoredActions.Holder.Movies.Holder2["CMovie"+i]._x = 0;
} else {
_root.psdimage.Portfolio_dimmer.Portfolio
.StoredActions.Holder.Movies.Holder2["CMovie"+i]._x = 3000;
}
}
contentReady = 0;
}
}
function imageChange() {
if (imageReady == 1) {
for (t=1; t<=nThumbs; t++) {
if (t == cThumb) {
_root.psdimage.Portfolio_dimmer.Portfolio
.Images.Images["Image"+t]._x = 0;
} else {
_root.psdimage.Portfolio_dimmer.Portfolio
.Images.Images["Image"+t]._x = 2000;
}
}
imageReady = 0;
}
}


If someone would like to help me and cant understand anything from that then i would be willing to send the file over...

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CS3 And Png Image Loading Issue
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Hi...

I have some weird issue with the image loading in Mac IE...
Here is the simplified version of the story...

I have used loadMovie() to load sequence of image files into the Flash... Let's just say that I have loaded image1.jpg to image9.jpg into different image holder movieClips... and I have regular navigation buttons like play/stop/forward/backward and so on...

The images are loaded all fine in the first try... Mac IE loads 9 images fine... But if I click on the Play button again, it starts to lose the image here and there, so I get to have few images left after I click on the Play button several times...

What I have on the Play button is the loadMovie() function with the same image file name... So, technically, Flash should load the image from the cache, which works fine in PC and Safari, but somehow Mac IE is not loading the image properly hence loses the images...

If you want to see it in action, you can follow this process...
Here is abit complicated login process, but I cannot do anything about it...

#1. Go to this page...
http://achieve.weatherbug.com/
#2. Click on the 'Enter the Classroom' button...
#3. Enter your zipcode, 20878, and click 'Submit' button...
#4. Select 'AWS Headquarters' from the drop down menu and click on the 'Submit' button...
#5. Select grade, 6, and click on the 'Submit' button...
#6. Click on the 'Tools' from the left side navigation...
#7. Select 'Camera Loops' from the list...

I'd appreciate any help... Thanks...

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Now these functions are named grow and shrink but I was just trying to see how the alpha would work too. If I get one to work I can have both or either working. Thank you.


Code:
stop();

function grow(sI) {
this.onEnterFrame = function() {
if (sI._alpha < 100) {
sI._alpha += 10;
} else delete sI.onEnterFrame;
}
}

function shrink(sI) {
this.onEnterFrame = function() {
if (sI._alpha > 20) {
sI._alpha -= 10;
} else delete sI.onEnterFrame;
}
}

b_1.onRollOver = function() {
grow(this);
}
b_1.onRollOut = function() {
shrink(this);
}
b_2.onRollOver = function() {
grow(this);
}
b_2.onRollOut = function() {
shrink(this);
}
b_3.onRollOver = function() {
grow(this);
}
b_3.onRollOut = function() {
shrink(this);
}
b_4.onRollOver = function() {
grow(this);
}
b_4.onRollOut = function() {
shrink(this);
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b_5.onRollOver = function() {
grow(this);
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I've built a flash site for a video company. Due to the design and fact they want high quality videos on the site, the final file is a monstrous 9 megs! I've built a preloader into the site which seems to work fine, except for one issue.

I built a 3D navigation into the site which was imported from Swift 3D as a series of numbered picts. I would assume that the preloader would, well, "preload" the images so once the site is loaded, it would play smoothly, however, this is not the case. The first time the picts run, they are very choppy, but then every subsequent time it's run, it plays smooth and great.

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View Replies !    View Related
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we have a flash appln created in flash cs3 , here we are loading some png images dynamically,
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when we are testing in clinets machine png images alone not loading ... they are testing in IE6 anf FireFox2

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Image Resize Issue
Code:
max_height = 500;
max_width = 500;
_root.picture.loadMovie("http://fritz.msn.ee/album/audes105/pilt2.jpg");
function size() {
if (picture._width>picture._height and picture._width>max_width) {
picture._height = Math.floor(max_height*picture._height/picture._width);
picture._width = max_width;
} else if (picture._height>picture._width and picture._height>max_height) {
picture._width = Math.floor(max_height*picture._width/picture._height);
picture._height = max_height;
}
}
this.onEnterFrame = function() {
total = picture.getBytesTotal();
loaded = picture.getBytesLoaded();
if (loaded == total && loaded>4) {
size();
}
};
button.onRelease = function() {
_root.picture.loadMovie("http://fritz.msn.ee/album/audes105/pilt3.jpg");
};
It's a small part form a bigger script. The prblem is:

it resizes the first picture perfectly, but after i click the button, the new image comes out waay too small, i cant find the error anywhere

pilt2 is 1952*2608
pilt3 is 500*375

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Image Gallery Issue
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Any help would be great!



Code:
function gallery () {
for (var i = 101; i < numberOfPaintings; i++) {
this.attachMovie ("paintingMC", "paintingMC" + i, i);
this["paintingMC" + i].ivar = ij;
myIdentifier = Math.round (Math.random () * 10000);
//this.myMCL.loadClip ("Galleries/forSale/tn_forSale/tn_paintingMC" + myarray[ij] + ".jpg?uniq=" + myIdentifier, this["paintingMC" + i].painting);
this.myMCL.loadClip ("Galleries/forSale/tn_forSale/tn_paintingMC" + myarray[ij] + ".jpg", this["paintingMC" + i].painting);
//var t1:Tween = new Tween (this["paintingMC" + i].painting, "_alpha", Normal.easeOut, 0, 75, 5, true);
////this["paintingMC" + i]._alpha = 100;
//
//
//this["paintingMC" + i].bezierSlideTo (xCenter, yCenter, xCenter - 460, yCenter - 250, 3, "easeOutElastic");
//
//
//var t1:Tween = new Tween (this["paintingMC" + i].painting, "_alpha", Normal.easeOut, 0, 75, 5, true);
this["paintingMC" + i]._x = xCenter - 460;
this["paintingMC" + i]._y = yCenter - 250;
ij++;
if (this["paintingMC" + (i - 1)]._x > xCenter - 325) {
//
//this["paintingMC" + i].bezierSlideTo (xCenter, yCenter, xCenter - 460, this["paintingMC" + (i - 1)]._y + 75, 3, "easeOutElastic");
//
this["paintingMC" + i]._y = this["paintingMC" + (i - 1)]._y + 75;
this["paintingMC" + i]._x = xCenter - 460;
} else {
//
//this["paintingMC" + i].bezierSlideTo (xCenter, yCenter, this["paintingMC" + (i - 1)]._x, this["paintingMC" + (i - 1)]._y + 75, 3, "easeOutElastic");
//
this["paintingMC" + i]._x = this["paintingMC" + (i - 1)]._x + 75;
this["paintingMC" + i]._y = this["paintingMC" + (i - 1)]._y;
}
currentPainting = this["paintingMC" + i];
applyDropShadow (currentPainting);
detectID (currentPainting);
}
}

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Image Gallery Issue
hi guys,

I have about 8 images in movieclips. each one stacked over the other with about 50px away from the others "left" position. The width of each image is 300px. What i want to do is when i rollover any of the images, the image should popout, I guess that can be done by loading it in the next level and when i rollout pop back into its original position. Is there a way to do that

My second option is that when i roll over the image the images to its right should move to the right to display the whole image and when i roll out the images should roll back into their original position.

thanks,
vazash

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HI:

Im trying to pan a huge MC around in flash. That works fine. The only problem is that the smaller MCs in that larger panning MC shake alot as the image is panning. Any ideas on how to stop that shking?

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Image Quality Issue Really Steaming Me
I've been surfing around everywhere trying to find a solution to my problem for 2 weeks but yet nothing seem to fix this issue. I am writing a chat app and I have imported gif's (tried jpg also) that represent small icons that are made into symbols and used as buttons. The image quality of these are perfect when working with them on the stage but when the movie is viewed (CTRL-Enter OR IE) the icons are:

1. Blurry
2. Cut off by a pixel or so

I have read every tech note regarding these issues as well as other people's posts and cannot get a solid answer to why this happens. I have turned off smoothing on the images, I've made sure both the image in the library and in the publish settings are set to 100% quality; no compression and other things yet this still happens. These icons are inside a MC and I am using attachMovie to display them (multiple times for each user they are chatting with). I've also tried breaking apart the image before converting it into a symbol. From what I see this is a Flash application issue and definately should be addressed. I beg someone has a fix to this problem before I loose my mind.

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Image Display Issue After Publishing
HI..

Weird issue..I am using a banner image I created in PS and imported in Flash. On the stage it looks great, but after I export the mov, there seems to be a line across the image now where I have the logo as if there is a slight break. I cannot figure it out. I tried publishing the movie at different quality levels and also tried a jpg and png file, same problem.

Has anyone heard of this? This is actually the second time this happened to me with 2 separate FLAs.

Here are the two image examples:

It looks like this within flash:



After I publish it..it looks like this..look close at the LOGO

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Help GetURL() And CSS Background Image Issue
When working on a web site for my employer, I uncovered what appears to
be an undocumented bug in Internet Explorer 5 & 6 for Windows in regard
to a (perhaps uncommon?) integration of Flash scripting and CSS2
background imagery. I am hoping that someone out there can help me
identify what steps I might take to remedy this situation. Perhaps it is
something that Macromedia might be able to do something about, since
getting IE fixed is probably hopeless?

Basically, we have a simple Flash animation on our site that, at a
particular time, calls (through Flash MX's "GetURL" ActionScript command)
a JavaScript in the page in which it is embedded. The JavaScript toggles
a small area (a div) of code to appear / disappear...very simple.

However, when we use the GetURL command in a Flash animation, IE 5 and 6
refuse to load any of the CSS "background" images that are applied to
several portions of the page. (If we comment out the Flash, the
background images appear as expected. Emptying out the JavaScript does
absolutely nothing....)

Basically, we're using the Fahrner Image Replacement technique to help
ensure that the pages deprecate well on browsers that don't support CSS2.
But as a workaround in the meanwhile, we created a version of the page
that uses foreground instead of background images, but that doesn't
deprecate nearly as well.

To see this in action, visit:

http://www.fusionproductions.com/indexBUG.html

To make matters worse, some of the page might load OK in IE the first
time you go...but if you shift+reload or go back to the page, you'll
begin to see what happens.

So see what the page *should* look like (but in a form that doesn't
deprecate as well), just go to:

http://www.fusionproductions.com/

Thanks for whatever guidance anybody can offer,

Drew

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Very Odd Image Quality Issue On Export
Hello,

I've got a main SWF timeline into which I've imported smaller SWF files that serve as animated buttons.

I've figured out how to force Flash to use .PNG lossless compression on the images in the timeline, and each individual SWF file has that option enabled. When the SWF files are imported into Flash MX, they look as they are supposed to. However, when exporting the main SWF, even with compression turned off and JPEG set to 100 anyway the colors of those SWF files degrade significantly. I wish there was some way to click on a SWF file in the library and force it to not compress, but it appears that may not be possible.

Any help is greatly appreciated. Thanks!

-Adam

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Flash Resize Image Issue
I Have Flash 5
i want several screenshots displayed using a rolling demo
The problem is : unless the SWF is set at 100% all the images do not render that well
i have tried good quality JPG and 256 colour Gif

Is there a good practice to get images (screenshots) to render well within flash when it is displayed on a large screen?

Thanks

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Image Load Issue In A Scroller
[font=Arial]I have an image scroller as a main web page, I also have a slider linked to the main slider. The main one works with no problems. The secondary one is the issue. The frame and buttons load but the images are missing. My confusion is this: the secondary slider is a direct copy of the functioning, main slider and works in the exported preview. It does not, however, work when loaded into Dreamweaver and into my FTP. Anyone have the good word?

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[F8] PLEASE HELP - Dynamic Image Loading Issue
So i have some flash files that load a JPEG from the server based on variable in a text file. The program calls the text file and imports the variables. Some of the variable are the image file name, and so flash imports the image into a movie clip using the variable as part of the file-path.

My problem is, it works perfectly on my local disk, and also in IE on a PC.

It doesnt however work in any other browser i've tested, and doesnt even work in IE on a MAC!

http://www.jeannerouse.com/listings.php
is a link to the site.

As you can see on the site, the variables are imported successfully as the text area to the right of the pictures (in the blue box) is populated with the data from the same text file as the image file names.

Please help as this is causing major problems for my client and im at a loss as to why this is happening!

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MovieClipLoader And Image Resizing Issue
I have a whole bunch of dynamically loaded buttons that I load in and out of memory as they are scrolled, sort of like a bank switching method. The problem is the images on each button loaded using MovieClipLoader. I use it to resize the image once they are loaded to the size of the button. The problem is even if I turn off the visibility of the image MovieClip before it's loaded sometimes the fullsize image will quickly display before it's resized. I can't figure out why it's doing this, any ideas?


ActionScript Code:
function loadImage(filename:String) {
    _mc["controlBack"+_index].createEmptyMovieClip("controlImage", _mc["controlBack"+_index].getNextHighestDepth());
    _mc["controlBack"+_index].controlImage._visible = false;
   
    mclListener.onLoadInit = Delegate.create(this, this.imageLoaded);
    var my_mcl:MovieClipLoader = new MovieClipLoader();
    my_mcl.addListener(mclListener);
   
    my_mcl.loadClip(filename, _mc["controlBack"+_index].controlImage);
}

function imageLoaded(target_mc:MovieClip, status:Number):Void {
    target_mc._x = 14;
    target_mc._y = 14;
    target_mc._width = 120;
    target_mc._height = 120;
    target_mc._visible = true;
}

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Dynamic Image Loading Issue
Ok, I'm not an expert at all with Flash, and I'll be the first to admit it, but I have tried to research this and I am running into a road block. I am loading images into a movie clip using loadMovie, and when they load in, the colors are a bit jacked up. I have NO clue what is causing this, and I was just wondering if anyone has experienced this or knows of any possible causes, all the Images are Non Progressive RGB, so I am just confused as all get out.

Help please?

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External Image/SWF Issue When Debugging.
Hi guys,

I'm fairly stomped just now. I am wanting to use the debugger and due to an error that I cannot explain, I can't.

If I run my code as normal (Ctrl+Enter), it works and loads a local swf file no problem.

If however, I run in debug mode (Ctrl+Shift+Enter), I end up with the following output:


Code:
Attemping to launch and connect to Player using URL C:WorkVectorArtTestVectorArtTest.swf
[SWF] C:WorkVectorArtTestVectorArtTest.swf - 3026 bytes after decompression
Loaded !
initialising
localTrusted
httpStatusHandler: [HTTPStatusEvent type="httpStatus" bubbles=false cancelable=false eventPhase=2 status=0]
ioErrorHandler: [IOErrorEvent type="ioError" bubbles=false cancelable=false eventPhase=2 text="Error #2035: URL Not Found. URL: file:///C|/Work/VectorArtTest/./art/cd_single_obj.swf"]
Is this a secuirty issue? I've tried placing the directory in my FlashPlayerTrust config.

My security settings have been this:
Test movie: LocalTrusted
Debug movie: LocalWithFile*
Debug movie with FlashPlayerTrust: LocalTrusted*

* failed to load, and displayed the above error.

Any help or guidance would be much appreciated.



Code:
m_url = url;
m_loader = new Loader();
configureListeners(m_loader.contentLoaderInfo);
m_loader.addEventListener(MouseEvent.CLICK, clickHandler);

var request:URLRequest = new URLRequest(m_url);

try {
m_loader.load(request);
}
catch (error:SecurityError)
{
trace("

" + error + "

");
}
addChild(m_loader);
Thanks,

Dave.

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Dynamic Image Gallery Issue
Hello All!

I am creating a dynamic image gallery, but when my external images load in the empty movie clip, all the images are loading in the same size/dimension. Does anyone know how I can command the MC to load the images in different sizes, another words - to load them according to its own size?

here's the AS

onClipEvent (load)
{
function imageMove()
{
var _loc1 = this;
for (i = 1; i <= num_of_image; i++)
{
mc = _loc1["image" + i];
if (i < hit)
{
tempx = small * (i - 1) + 30;
temps = small - 5;
mc.useHandCursor = true;
}
else if (i > hit)
{
tempx = big + small * (i - 2) + 30;
temps = small - 5;
mc.useHandCursor = true;
}
else
{
tempx = small * (i - 1) + 150; //distance of how far out the displayed image jumps.
temps = big - 5; //distance between the displayed image and thumbnails.
mc.swapDepths(1000);
display = txt;
mc.useHandCursor = false;
} // end else if
mc._x = mc._x + (tempx - mc._x) / 3; //number of pixals on x-axis the displayed image moves over to right side before growing big.
mc._width = mc._width + (temps - mc._width) / 3; //number of pixals on x-axis the displayed image moves over to left side before growing big.
mc._height = mc._width * 4 / 3;
if (Math.abs(mc._width - temps) <= 1)
{
title._x = hit < 5 ? (_loc1["image" + hit]._x + big / 2) : (_loc1["image" + hit]._x - big / 2 - 100);
title._y = 100;
} // end if
} // end of for
} // End of the function
function loopHye()
{
if (hit != num_of_image)
{
++_global.hit;
}
else
{
_global.hit = 1;
} // end else if
} // End of the function
getURL("FSCommand:allowscale", false);

big = 300;
//Large image width (400 works best for my portfolio site)
small = 60;//Small image width (40 works well for my portfolio site)
num_of_image = 8;//Total number of images
timeGap = none;//Speed (speed of gaptime when each image is displayed automatically. "2000" is default of this original file. larger the number the slower the image changes. (type in "none" will stop automatic images from changing.
_global.hit = 0;//First displyed image number (type "0" to stop images from growing out)
txt = [" ", "image1", "image2", "image3", "image4", "image5", "image6", "image7", "image8"];//insert text of each images between " "
for (i = 1; i <= num_of_image; i++)
{
attachMovie("image", "image" + i, i);
loadMovie("image/" + i + ".jpg", this["image" + i].tar);//image folder path
mc = this["image" + i];
mc._x = small * (i - 1) + 30;
mc._y = 200; //where on the axis should the displays be.
mc._width = small - 5;
mc._height = mc._width * 4 / 3;
this["image" + i].onRelease = function ()
{
clearInterval(interval);
_global.hit = this._name.substr(5);
interval = setInterval(loopHye, timeGap);
};
} // end of for
interval = setInterval(loopHye, timeGap);
}
onClipEvent (enterFrame)
{
imageMove();
}
____________________

check out the file
http://www.wendiland.com/Gallery122b.fla

this is what the current gallery looks like
http://www.wendiland.com/print2.html

I'd appreciated if someone replies with any sort of suggestions! thanks in advance!!!

- W£NDI

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Image Loading Issue With Firefox
Hello fellow Flashers!

I'm having an issue with Firefox.

Basically, I am loading images into a movieclip and its all working fine when I test it on the standalone flash player, and IE6; but when I test it in Firefox(version 2) the movie loads but when i click on the button to load the images they do not load. But the thing is that the images sometimes load, but most of the time they don't.
Is this an issue with the new Firefox? Or is there something I'm missing?

Thanks in advance.


Here is the Load function I call:

loadPicBox = function (targetMC, picName)
{
mcLoader = new MovieClipLoader ();
loadListener = new Object ();
mcLoader.addListener (loadListener);
mcLoader.loadClip (picName, targetMC);
loadListener.onLoadStart = function ()
{

trace("Start");
};
loadListener.onLoadProgress = function (mc, loadedBytes, totalBytes)
{
preloaded = Math.floor (loadedBytes / totalBytes * 100);
trace("loading");
};
loadListener.onLoadComplete = function ()
{
// Preloader done
trace("Complete");
};
};


Noir.

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Flash8 In IE...Sound But No Image... CSS Issue?
Hi everyone,

I have tried all the 'fixes' (SFWObject, UFO, FlashRelease, Adobe's .js, and several more) but none of them fix the issue I'm having in IE7, which is:
The sound is audible, but no movie shows up. I've tried adjusting the CSS margin-top value, in case it was just off screen, but no go. Also, it loops very slowly.. there is a long pause between the first and second cycle.

The page in question: http://www.nujazzalternative.com

I don't know what to do. I feel like I've tried everything within my reach as a Flash noob. My head is spinning. I did get it to show with FlashRelease, but it was a mini-tiny worm squiggling across the page. No good. I got it to show with something else, but it was the wrong size again, and I couldn't figure out how to size it.
Of course everything works perfectly in FF etc.
(Yes, I know it's tacky to play music on load, but the client really wants it.)
If it is simply a CSS issue, I can get help with that through a friend, but I thought I'd check here first to make sure, so I don't use her time fruitlessly.
Here's a link to the CSS file:
http://nujazzalternative.com/css/homepage.css

Any illumination on this would be greatly appreciated. Thanks so much!

warmly
Della

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Slideshow Image Scaling Issue - Please Help
Hi everyone,

This is my very firtt post here. I am quite new to AS and this place is helping me so much, so thanks everyone in advance!

Here´s my problem:

I have been trying to use the XML image slideshow posted here and everything works but one thing. The images to load which have the same px dimensions as the mask for the container will keep scaling up for a reason I can´t find in the code. I have been trying to fix this all day without any luck and I am about to go mad here. I am using FCS3 but saving a F8 doc with AS2.

Could anyone take a look to the file and tell me what the problem could be?

Thanks a lot in advance!

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Same-domain Image Security Issue
I have a flash file sitting inside of a web page in our company domain. There is another server (used to store images) that is part of the domain but is not running any web services (for security reasons). A folder on the images server is however shared in such a way that any site on the web server can display images from the images server as long as the user is plugged into the domain. For example, both I and my boss can pull up a web site on the web server and see all the information, but only he can see the images
because I have Vista Basic and no domain support.

This is done via "<img src='\serverNamedirectory...' />"

That's ok, but on this particular instance I don't want to display the image on the webpage, I want it in a SWF on the page. However the SWF can't seem to load the images even though the page it's sitting in could. I've tried tons of variations of URLRequests and Loaders, most resulting in security errors. Since most of the online discussions about these errors revolve around cross-domain access, I can't seem to find any tech support for our specific situation. Does anyone have any clue if what I want to do is possible? Thanks for your time!

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Image Load Mask Issue
hi there,

i have this image loaded from XML using the loadClip function. above this MC (that contains the image/JPG) there are some shapes (stars, squares, dots, etc...) that are on a layer selected as mask for the image layer.

so, 2 layers; shapes mask the "container_mc".

when i try to do :
ActionScript Code:
gotoAndPlay("stars");
gotoAndStop("dots");
gotoAndStop(4);


the container_mc disappears. i have to load it again and again each time i do gotoAndStop. the layer with the container has a total of 5 frames as well as the shapes layer.

not loaded dynamic from XML but imported (Ctrl + R) the image acts normal.
the only problem is when i load from XML.
i tried both loadClip() and loadMovie()

please help out...
thanks

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Strange Image Quality Issue... ANY IDEAS?
I built a page a few months back and everything went great. However, i decided to put a loader on the page and when i moved the orginal images that were on the first frame to the second frame the images were of less quality, the edges are a little jagedy etc.

Any ideas on what causes this and what the solution might be?

Thank you

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External Html Image Link Issue
Okay. I have a dynamic text field that loads an external html file with some images. Some of those images I would like to link to another page in a separate window. I am sure there is some weird formatting error I am doing, but I cannot figure it out. The code in my .html files is:

<A HREF="http://www.macromedia.com" TARGET="newframe" ><img src="images/port1.gif" align="right"></A>

If I remove the align="right" the image link works but alignment falls apart. I have tried to put the align="right" in several locations inside the code, but either the formating is weird, or the image does not link. Any help would be wonderful.

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[CS3] Dynamic Image Gallery LOAD Issue
hi everyone,
first of all let me thank you guys for reading and trying to help me.

Ok the problem I am facing is this, I made a dynamic image gallery..it pics images from a folder..and uses that image as a thumbnail as it resizes it and then on clicking on the thumbnail it shows the pic in a big size..OK till here no problems at all..

the problem comes here .....it takes the path of the folder from a variable I have set in root

var path:String = "images/";

and when it loads the image it just adds +pic1.jpg or whatever..and it works fine

but I need to use this gallery on another template ..so I load it dynamically into a movieclip in that other template and woops it stops working, I knew that might happen because this is how I pic the image


var container:MovieClip = this.createEmptyMovieClip("container_mc", this.getNextHighestDepth());
container.loadMovie(_root.path+"pic1.jpg");
watchClip(container);


so as u can see when I dynamically load the flash the _root changes obviously and this is the result I get

Error opening URL 'file:///I|/flash%20files/toby/imagegallery/undefinedpic1.jpg'


...I ve tried putting (var path:String = "images/"

on the root of the template where I am dynamically loading the gallery to..but still not doesnt work..any help would be nice


thx
Anando

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[CS3] Dreamweaver Image Viewer Next Button Issue
I need some help. I am trying to use the Image Viewer in Dreamweaver (Insert > Media > Image Viewer). I add image URLs to the property. My images appear fine. Everything works. But when I want to use the NEXT image button, it always skips the first picture. For instance say I have 5 pictures. When I am on picture 5 and I hit next, the image viewer shows the 2nd picture and not the first. Try it out yourselves. It takes a couple seconds.

I am all out of ideas. Does anyone know whats up? Please help.

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Dynamic Image Resize (scale) Issue
Hi everybody, thanks for your HELP!

I built this tool to resize dynamic pictures in an Admin tool that I built, and then drag a "thumb" area over how you want the thumb to look and when you hit submit, php takes the coordinates and creates the thumb.

it works great, but the resizing of the image has a bug! I resize by scaling the image according to xmouse and ymouse. Everytime you resize it, it first gets all large and doesn't resize from the previous size.
Sorry if its confusing, but here is the code, maybe someone can figure it out!

Some info for the code: There is a _targetpic loader movieclip that loads the image in, and then there is a resizer mc that if you press on it and drag it, resizes the _targetpic.

There is an area movieclip that you can drag around that defines the area of the end result thumb!

Code:

var imageloader:MovieClipLoader = new MovieClipLoader(); var listener:Object = {}; listener.onLoadComplete = function() { w = _targetpic._width; h = _targetpic._height; ratio = h/w; // resizer.onPress = function() { currentx = _targetpic._width; currenty = _targetpic._height; this.onEnterFrame = function() { this._x = _targetpic._width; this._y = _targetpic._height; if (w<h) { _targetpic._xscale = _targetpic._yscale=_root._xmouse; } else { _targetpic._yscale = _targetpic._xscale=_root._ymouse; } }; }; resizer.onMouseUp = function() { delete resizer.onEnterFrame; }; }; imageloader.addListener(listener); imageloader.loadClip(_root.pic, _targetpic); area.onPress = function() { this.onEnterFrame = function() { startDrag(this); }; }; area.onMouseUp = function() { stopDrag(); delete area.onEnterFrame; }; btn.onRelease = function() { link = "COMBO.php?action=administrate&typ=flash&item_id=" +_root.id+"&image="+_root.pic+"&tx="+area._x+"&ty= "+area._y+"&new_width="+Math.ceil(_targetpic._widt h)+"&new_height="+Math.ceil(_targetpic._height)+"& width="+area._width+"&height="+area._height; getURL(link, '_self', "POST"); };



Thanks for ANY help!

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